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Publish does not fail when hitting usage limit before upload starts
1. What went wrong? When making a commit via Collab that will either reach or exceed the tier-specified usage limit of the user's Or... Read more
[Timeline] Rotations altered in an unpredictable way in animation track
Steps to reproduce:1. Open user attached project2. Select Canvas -> Image3. Clear the keyframes in the timeline window4. Add a ke... Read more
[Text Mesh] Undoing a font change in Text Mesh distorts the actual text
To reproduce: 1. Open the project, attached by the tester (textMeshFontUndo.zip)2. Open the "testScene" scene3. Select GameObject in... Read more
ColorUtility.ToHtmlStringRGBA returns hexadecimal color code string with...
Steps to reproduce:1.Open attached “ ToHtmlStringRGBA.zip” Unity project2.Open scene “Test"3.Enter Play mode Expected results:ColorU... Read more
[SRP]_ScreenParams gives frame buffer size instead of current RT size
To reproduce:1) Open re-attached project and scene2) Open Frame Debugger3) Enable it4) Check "Draw Mesh Cube" event Expected: Render... Read more
TextRenderingPrivate::TextMesh::ApplyToMesh crashes on Scene load
To reproduce: 1. Download attached project "JAMES.zip" and open in Unity2. Open "Main" scene Expected Result: Unity Editor successfu... Read more
PreferenceItem attribute does not create a section in the Preferences wi...
How to reproduce:1. Open the attached "Test" project and "Scene"2. Observe "PrefTest" script, note that two PrefrenceItem attributes... Read more
Calling Type.GetType in a DLL gets different results between backends
To reproduce:1) Open attached project and scene2) Set the .NET backend to 4.63) Play the scene4) Notice that the assembly is loaded5... Read more
AnimationClip.SetCurve fails to change UI Image color via script
To reproduce:1. Open project2. Play 'Main' scene Expected: Image color will change together with circle colorActual: Only circle col... Read more
[Shaders] #pragma target 3.5 is not supported on OpenGL3.3
To reproduce:1. Open attached project2. Open ShaderTargetLevel Expected vs Actual: Shader should work properly if pragma target is s... Read more
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